nicely done, there, alex! Sweet stuff.
WIP in WIP, post your level screenshots!
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As long as he knows what he is doing with the lightmaps and are upping the scale a bit on less significant faces, then it should not be a problem. It is however quite dependant on how large a face area your map got.
You will generally not notice a performance hit by lowering the lightmap scale as the result is a higher memory consumption. This kind of performance issues only get bad whenever you got over the limits of your gfx card and it has to use your system memory for storing textures.
And ohh, nice map:)
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Great work Alex! I love the detail and the lighting.
Some criticism though:
= Gameplay – is this going to turn into a good playable map?
= Scale – some of those crates are unrealistically big.
It’s excellent work for only three days, keep up the great work!
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Quote from SKULLHOZER
Great work Alex! I love the detail and the lighting.Some criticism though:
= Gameplay – is this going to turn into a good playable map?
= Scale – some of those crates are unrealistically big.
It’s excellent work for only three days, keep up the great work!
He's already stated that it is for his portfolio, and most likely won't become a playable map.
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Tis a thing of beauty

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Alex, did you go by any tutorials for that lighting? That's the one thing I've never been able to get right.
If not, can you make one?
Pweeeeease?
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Nah I didnt use any. Whats so special about the lighting anyhow?
My website is being redone and there will be a tutorial section, so maybe ill write one.
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Blocklights and x4 lightmaps are the stuff of the future. You really can't go wrong with them (unless you go crazy performance-wise, obv.)
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lightmaps are not the future ;P
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Quote from alexroyce
It's so... smooth.
Just turned down the lightmapscale. Its a simple way of adding lots of interesting detail to an otherwise bland area.
Mmm... I'd always thought that degraded performance too much. I guess I'll fiddle around a bit.Ooo, to make up for that, would you scale up the lightmaps in places that are not going to be lit? Would that help at all?
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Quote from dissonance
It's so... smooth.
Just turned down the lightmapscale. Its a simple way of adding lots of interesting detail to an otherwise bland area.
Mmm... I'd always thought that degraded performance too much. I guess I'll fiddle around a bit.Ooo, to make up for that, would you scale up the lightmaps in places that are not going to be lit? Would that help at all?
Lower lightmapscale will add time to vrad during compile, so only use it on the surfaces where you know you will get some really neato shadows.
Scaling up lightmapscale won't really do much, since the default of 16 is already pretty high.
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[Blocked Image: http://servut.us/csharp/pfolio/old_coffee.jpg]
Hardly wip, made so far ~10min
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Shouldn't that go in the model thread

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very nice but yeah, should bein the model thread, hehe
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the bump on that wood is ridiculously high. If you put it that high to get slats in the wood then you should've modeled the slats. As is you're causing it to have an ugly as f background. Shaders look nice though, model is basic so I dunno what you want me to comment on.
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Quote from insta
It's so... smooth.
Just turned down the lightmapscale. Its a simple way of adding lots of interesting detail to an otherwise bland area.
Mmm... I'd always thought that degraded performance too much. I guess I'll fiddle around a bit.Ooo, to make up for that, would you scale up the lightmaps in places that are not going to be lit? Would that help at all?
Lower lightmapscale will add time to vrad during compile, so only use it on the surfaces where you know you will get some really neato shadows.
Scaling up lightmapscale won't really do much, since the default of 16 is already pretty high.
It doesn't do anything to ingame renders? What about when other objects are actively casting shadows on it? I mean... realtime. In game.
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Quote from insta
It's so... smooth.
Just turned down the lightmapscale. Its a simple way of adding lots of interesting detail to an otherwise bland area.
Mmm... I'd always thought that degraded performance too much. I guess I'll fiddle around a bit.Ooo, to make up for that, would you scale up the lightmaps in places that are not going to be lit? Would that help at all?
Lower lightmapscale will add time to vrad during compile, so only use it on the surfaces where you know you will get some really neato shadows.
Scaling up lightmapscale won't really do much, since the default of 16 is already pretty high.
isnt it about lightmaps being low that gives you more quality :wink:
also good point dissonance, seems logical to me that something like that would affect performance. unless this goes by a totally different book of rules. blah i dunno
anyway pure sex alex... -
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